#include "pch.h"
#include "ParticleDemo.h"
#include "Scene.h"
CParticleDemo::CParticleDemo()
{

}

CParticleDemo::~CParticleDemo()
{

}

void CParticleDemo::init(mini::CEngine* pEngine)
{
	auto pActor = pEngine->getCurrentScene()->findActorByName("waterfall");
	if (nullptr != pActor && mini::EntityType::Tessellation == pActor->getEntityType())
	{
		auto pParticleEmitter = dynamic_cast<mini::CParticleEmitter*>(pActor);
		mini::CPoint4F data = { 12, 0, 0, 0 };
	}
}
